Log: Log file open, 12/23/14 13:12:34 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12097 Init: Epic Internal: 0 Init: Compiled (32-bit): Feb 17 2014 13:31:14 Init: Changelist: 1999891 Init: Command line: 72.5.195.172:7777 -ini:UDKGame:DefaultPlayer.Name=yaxir Init: Base directory: D:\Program Files\Renegade X\Binaries\Win32\ [0000.19] Init: Computer: HAMIDSYED-CIRBG [0000.19] Init: User: hamidsyed [0000.19] Init: CPU Page size=4096, Processors=4 [0000.19] Init: High frequency timer resolution =2.078129 MHz [0000.19] Init: Memory total: Physical=2.0GB (2GB approx) Pagefile=20.0GB Virtual=2.0GB [0000.19] Log: Steam Client API initialized 0 [0000.19] Log: Steam Game Server API initialized 0 [0000.22] Init: WinSock: I am HAMIDSYED-CIRBG (192.168.1.4:0) [0000.22] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.22] Init: Object subsystem initialized [0000.24] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.24] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory [0000.25] Log: Shader platform (RHI): PC-D3D-SM3 [0000.25] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.28] Log: PhysX GPU Support: DISABLED [0000.28] Init: Initializing FaceFX... [0000.29] Init: FaceFX 1.7.4 initialized. [0000.32] Init: XAudio2 using 'Speakers (5- High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0062.93] Init: Finished loading startup packages in 62.36 seconds [0062.94] Log: 75693 objects as part of root set at end of initial load. [0062.94] Log: 0 out of 0 bytes used by permanent object pool. [0062.94] Log: Initializing Engine... [0064.36] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap' [0068.60] Init: UEngine initialized [0070.20] Init: XAudio2Device initialized. [0072.12] Init: Client initialized [0077.67] Log: Steam Client API is unavailable [0078.62] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.62] Warning: Warning, Failed to find object 'Class None.' [0078.96] Init: WinSock: Socket queue 32768 / 32768 [0079.58] Log: LoadMap: RenX-FrontEndMap?Name=yaxir?Team=255 [0096.57] Log: Game class is 'Rx_Game' [0097.10] Log: Primary PhysX scene will be in software. [0097.10] Log: Creating Primary PhysX Scene. [0101.71] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2014.12.23-13.14.15 [0101.77] ScriptLog: GDI:0.0000 [0101.77] ScriptLog: Nod:0.0000 [0110.01] Log: Bringing up level for play took: 13.426422 [0110.02] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0110.02] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0110.10] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0110.11] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0110.11] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0110.16] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0110.16] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0110.16] ScriptWarning: Player start not found, using last start spot Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Engine.GameInfo:RestartPlayer:0227 [0110.44] Error: Can't start an online game that hasn't been created [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0110.44] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0110.44] ScriptLog: START MATCH [0110.75] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0110.75] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0110.78] Rx: PLAYER: GDI,256,yaxir entered from  nosteam [0110.78] Log: ########### Finished loading level: 31.203277 seconds [0110.78] Log: Flushing async loaders. [0120.04] Log: Flushed async loaders. [0120.04] Init: Game engine initialized [0120.04] Log: Initializing Engine Completed [0121.23] Log: Current scalability system settings: [0121.23] Log: StaticDecals = FALSE (Whether to allow static decals.) [0121.23] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0121.23] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0121.23] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0121.23] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0121.23] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0121.23] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0121.23] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0121.23] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0121.23] Log: Bloom = FALSE (Whether to allow bloom.) [0121.23] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0121.23] Log: Distortion = FALSE (Whether to allow distortion.) [0121.23] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0121.23] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0121.68] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0121.68] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0121.68] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0121.68] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0121.68] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0121.68] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0121.68] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0121.68] Log: DetailMode = 1 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0121.68] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0121.68] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0121.68] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0121.68] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0121.68] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0121.68] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0121.68] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0121.68] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0121.68] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0121.68] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0121.68] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0121.68] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0121.68] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0121.68] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0121.68] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0121.68] ScriptLog: key: StaticDecals | value: False [0121.68] ScriptLog: StaticDecalsFalse [0121.68] ScriptLog: key: DynamicDecals | value: True [0121.68] ScriptLog: DynamicDecalsTrue [0121.68] ScriptLog: key: UnbatchedDecals | value: True [0121.68] ScriptLog: UnbatchedDecalsTrue [0121.68] ScriptLog: key: DecalCullDistanceScale | value: 1 [0121.68] ScriptLog: DecalCullDistanceScale? 1.0000 [0121.68] ScriptLog: key: DynamicShadows | value: False [0121.68] ScriptLog: DynamicShadowsFalse [0121.68] ScriptLog: key: LightEnvironmentShadows | value: True [0121.68] ScriptLog: LightEnvironmentShadowsTrue [0121.68] ScriptLog: key: MotionBlur | value: False [0121.68] ScriptLog: MotionBlurFalse [0121.68] ScriptLog: key: DepthOfField | value: False [0121.68] ScriptLog: DepthOfFieldFalse [0121.68] ScriptLog: key: AmbientOcclusion | value: False [0121.68] ScriptLog: AmbientOcclusionFalse [0121.68] ScriptLog: key: Bloom | value: False [0121.68] ScriptLog: BloomFalse [0121.68] ScriptLog: key: bAllowLightShafts | value: True [0121.68] ScriptLog: bAllowLightShaftsTrue [0121.68] ScriptLog: key: Distortion | value: False [0121.68] ScriptLog: DistortionFalse [0121.68] ScriptLog: key: DropParticleDistortion | value: False [0121.68] ScriptLog: DropParticleDistortionFalse [0121.68] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0121.68] ScriptLog: key: LensFlares | value: True [0121.68] ScriptLog: LensFlaresTrue [0121.68] ScriptLog: key: AllowRadialBlur | value: True [0121.68] ScriptLog: AllowRadialBlurTrue [0121.68] ScriptLog: key: bAllowSeparateTranslucency | value: False [0121.68] ScriptLog: bAllowSeparateTranslucencyFalse [0121.68] ScriptLog: key: bAllowPostprocessMLAA | value: False [0121.68] ScriptLog: bAllowPostprocessMLAAFalse [0121.68] ScriptLog: key: bAllowHighQualityMaterials | value: True [0121.68] ScriptLog: bAllowHighQualityMaterialsTrue [0121.68] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0121.68] ScriptLog: MaxFilterBlurSampleCount? 16 [0121.68] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0121.68] ScriptLog: SkeletalMeshLODBias? 2 [0121.68] ScriptLog: key: DetailMode | value: 1 [0121.68] ScriptLog: DetailMode? 1 [0121.68] ScriptLog: key: MemoryDetailMode | value: 2 [0121.68] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0121.68] ScriptLog: MaxDrawDistanceScale? 1.0000 [0121.68] ScriptLog: key: MaxAnisotropy | value: 4 [0121.68] ScriptLog: MaxAnisotropy? 4 [0121.68] ScriptLog: key: bAllowD3D9MSAA | value: False [0121.68] ScriptLog: bAllowD3D9MSAAFalse [0121.68] ScriptLog: key: MinShadowResolution | value: 64 [0121.68] ScriptLog: MinShadowResolution? 64 [0121.68] ScriptLog: key: MinPreShadowResolution | value: 8 [0121.68] ScriptLog: MinPreShadowResolution? 8 [0121.68] ScriptLog: key: MaxShadowResolution | value: 1024 [0121.68] ScriptLog: MaxShadowResolution? 1024 [0121.68] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0121.68] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0121.68] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0121.68] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0121.68] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0121.68] ScriptLog: bEnableBranchingPCFShadowsFalse [0121.68] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0121.68] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0121.68] ScriptLog: key: bUseConservativeShadowBounds | value: False [0121.68] ScriptLog: bUseConservativeShadowBoundsFalse [0121.68] ScriptLog: key: bAllowFracturedDamage | value: True [0121.68] ScriptLog: bAllowFracturedDamageTrue [0121.68] ScriptLog: key: FractureCullDistanceScale | value: 1 [0121.68] ScriptLog: FractureCullDistanceScale? 1.0000 [0121.68] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0121.68] ScriptLog: bApexClothingAsyncFetchResultsFalse [0121.68] Log: Current preference system settings: [0121.68] Log: UseVsync = FALSE (Whether to use VSync or not.) [0121.68] Log: Fullscreen = TRUE (Fullscreen.) [0121.68] Log: ResX = 1280 (Screen X resolution.) [0121.68] Log: ResY = 720 (Screen Y resolution.) [0121.68] ScriptLog: key: UseVsync | value: False [0121.68] ScriptLog: UseVsyncFalse [0121.68] ScriptLog: key: Fullscreen | value: True [0121.68] ScriptLog: FullscreenTrue [0121.68] ScriptLog: key: ResX | value: 1280 [0121.68] ScriptLog: ResX? 1280 [0121.68] ScriptLog: key: ResY | value: 720 [0121.68] ScriptLog: ResY? 720 [0121.68] Log: Current debug system settings: [0121.68] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0121.68] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0121.68] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0121.68] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0121.68] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0121.68] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0121.68] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0121.68] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0121.68] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0121.68] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0121.68] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0121.68] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0121.68] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0121.68] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0121.68] Log: bAllowTemporalAA = FALSE (UKNOWN) [0121.68] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0121.68] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0121.68] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0121.68] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0121.68] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0121.68] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0121.68] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0121.68] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0121.68] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0121.68] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0121.68] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0121.68] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0121.68] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0121.68] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0121.68] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0121.68] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0121.68] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0121.68] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0121.68] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0121.68] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0121.68] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0121.68] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0121.68] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0121.68] ScriptLog: key: DynamicLights | value: True [0121.68] ScriptLog: DynamicLightsTrue [0121.68] ScriptLog: key: CompositeDynamicLights | value: False [0121.68] ScriptLog: CompositeDynamicLightsFalse [0121.68] ScriptLog: key: DirectionalLightmaps | value: True [0121.68] ScriptLog: DirectionalLightmapsTrue [0121.68] ScriptLog: key: SpeedTreeLeaves | value: False [0121.68] ScriptLog: SpeedTreeLeavesFalse [0121.68] ScriptLog: key: SpeedTreeFronds | value: False [0121.68] ScriptLog: SpeedTreeFrondsFalse [0121.68] ScriptLog: key: OnlyStreamInTextures | value: False [0121.68] ScriptLog: OnlyStreamInTexturesFalse [0121.68] ScriptLog: key: OneFrameThreadLag | value: True [0121.68] ScriptLog: OneFrameThreadLagTrue [0121.68] ScriptLog: key: UpscaleScreenPercentage | value: True [0121.68] ScriptLog: UpscaleScreenPercentageTrue [0121.68] ScriptLog: key: AllowOpenGL | value: False [0121.68] ScriptLog: AllowOpenGLFalse [0121.68] ScriptLog: key: AllowSubsurfaceScattering | value: True [0121.68] ScriptLog: AllowSubsurfaceScatteringTrue [0121.68] ScriptLog: key: AllowImageReflections | value: True [0121.68] ScriptLog: AllowImageReflectionsTrue [0121.68] ScriptLog: key: AllowImageReflectionShadowing | value: True [0121.68] ScriptLog: AllowImageReflectionShadowingTrue [0121.68] ScriptLog: key: ParticleLODBias | value: 2 [0121.68] ScriptLog: ParticleLODBias? 2 [0121.68] ScriptLog: key: MaxMultiSamples | value: 0 [0121.68] ScriptLog: MaxMultiSamples? 0 [0121.68] ScriptLog: key: bAllowTemporalAA | value: False [0121.68] ScriptLog: bAllowTemporalAAFalse [0121.68] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0121.68] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0121.68] ScriptLog: TemporalAA_MinDepth? -1 [0121.68] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0121.68] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0121.68] ScriptLog: key: ScreenPercentage | value: 100 [0121.68] ScriptLog: ScreenPercentage? 100.0000 [0121.68] Log: Current unknown system settings: [0121.68] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0121.68] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0121.69] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0121.69] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0121.69] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0121.69] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0121.69] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0121.69] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0121.69] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0121.69] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0121.69] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0121.69] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0121.69] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0121.69] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0121.69] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0121.69] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0121.69] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0121.69] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0121.69] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0121.69] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0121.69] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0121.69] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0121.69] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0121.69] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0121.69] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0121.69] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0121.69] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0121.69] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0121.69] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0121.69] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0121.69] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0121.69] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0121.69] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0121.69] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0121.69] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0121.69] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0121.69] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0121.69] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0121.69] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0121.69] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0121.69] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0121.69] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0121.69] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0121.69] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0121.69] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0121.69] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0121.69] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0121.69] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0121.69] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0121.69] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0121.69] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0121.69] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0121.69] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0121.69] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0121.69] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0121.69] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0121.69] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0121.69] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0121.69] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0121.69] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0121.69] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0121.69] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0121.69] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0121.69] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0121.69] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0121.69] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0121.69] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0121.69] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0121.69] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0121.69] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0121.69] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0121.69] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0121.69] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0121.69] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0121.69] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0121.69] ScriptLog: key: SHSecondaryLighting | value: True [0121.69] ScriptLog: SHSecondaryLightingTrue [0121.69] ScriptLog: key: MotionBlurPause | value: True [0121.69] ScriptLog: MotionBlurPauseTrue [0121.69] ScriptLog: key: MotionBlurSkinning | value: 1 [0121.69] ScriptLog: MotionBlurSkinning? 1 [0121.69] ScriptLog: key: FilteredDistortion | value: True [0121.69] ScriptLog: FilteredDistortionTrue [0121.69] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0121.69] ScriptLog: bAllowDownsampledTranslucencyFalse [0121.69] ScriptLog: key: FogVolumes | value: True [0121.69] ScriptLog: FogVolumesTrue [0121.69] ScriptLog: key: FloatingPointRenderTargets | value: True [0121.69] ScriptLog: FloatingPointRenderTargetsTrue [0121.69] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0121.69] ScriptLog: ShadowFilterQualityBias? 2 [0121.69] ScriptLog: key: ShadowFadeResolution | value: 128 [0121.69] ScriptLog: ShadowFadeResolution? 128 [0121.69] ScriptLog: key: PreShadowFadeResolution | value: 16 [0121.69] ScriptLog: PreShadowFadeResolution? 16 [0121.69] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0121.69] ScriptLog: ShadowFadeExponent? 0.2500 [0121.69] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0121.69] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0121.69] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0121.69] ScriptLog: PreShadowResolutionFactor? 0.5000 [0121.69] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0121.69] ScriptLog: bAllowHardwareShadowFilteringFalse [0121.69] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0121.69] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0121.69] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0121.69] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0121.69] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0121.69] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0121.69] ScriptLog: bEnableForegroundSelfShadowingFalse [0121.69] ScriptLog: key: ShadowFilterRadius | value: 2 [0121.69] ScriptLog: ShadowFilterRadius? 2.0000 [0121.69] ScriptLog: key: ShadowDepthBias | value: 0.012 [0121.69] ScriptLog: ShadowDepthBias? 0.0120 [0121.69] ScriptLog: key: PerObjectShadowTransition | value: 60 [0121.69] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0121.69] ScriptLog: PerObjectShadowTransition? -1 [0121.69] ScriptLog: key: PerSceneShadowTransition | value: 600 [0121.69] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0121.69] ScriptLog: PerSceneShadowTransition? -1 [0121.69] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0121.69] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0121.69] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0121.69] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0121.69] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0121.69] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0121.69] ScriptLog: key: CSMMinimumFOV | value: 40 [0121.69] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0121.69] ScriptLog: CSMMinimumFOV? -1 [0121.69] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0121.69] ScriptLog: CSMFOVRoundFactor? 4.0000 [0121.69] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0121.69] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0121.69] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0121.69] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0121.69] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0121.69] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0121.69] ScriptLog: key: NumFracturedPartsScale | value: 1 [0121.69] ScriptLog: NumFracturedPartsScale? 1.0000 [0121.69] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0121.69] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0121.69] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0121.69] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0121.69] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0121.69] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0121.69] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0121.69] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0121.69] ScriptLog: key: HighPrecisionGBuffers | value: False [0121.69] ScriptLog: HighPrecisionGBuffersFalse [0121.69] ScriptLog: key: AllowSecondaryDisplays | value: False [0121.69] ScriptLog: AllowSecondaryDisplaysFalse [0121.69] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0121.69] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0121.69] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0121.69] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0121.69] ScriptLog: key: StatFontScaleFactor | value: 1 [0121.69] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0121.69] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0121.69] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0121.69] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0121.69] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0121.69] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0121.69] ScriptLog: ApexDestructionMaxShapeCount? 0 [0121.69] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0121.69] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0121.69] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0121.69] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0121.69] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0121.69] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0121.69] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0121.69] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0121.69] ScriptLog: ApexDestructionSortByBenefitTrue [0121.69] ScriptLog: key: ApexGRBEnable | value: False [0121.69] ScriptLog: ApexGRBEnableFalse [0121.69] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0121.69] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0121.69] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0121.69] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0121.69] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0121.69] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0121.69] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0121.69] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0121.69] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0121.69] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0121.69] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0121.69] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0121.69] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0121.69] ScriptLog: ApexGRBSkinWidth? 0.0250 [0121.69] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0121.69] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0121.69] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0121.69] ScriptLog: bEnableParallelApexClothingFetchTrue [0121.69] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0121.69] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0121.69] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0121.69] ScriptLog: ApexClothingAllowAsyncCookingTrue [0121.69] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0121.69] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0121.69] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0121.69] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0121.71] Log: Listing all sound classes. [0121.71] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0121.71] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0121.71] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0121.71] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0121.71] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0121.71] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0121.71] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0121.71] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0121.71] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0121.71] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0121.71] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0121.71] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0121.71] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0121.71] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0121.71] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0121.71] Log: 931 total sounds in 15 classes [0121.74] Log: Bool AmbientOcclusion set to 0 [0130.74] Log: Current scalability system settings: [0130.74] Log: StaticDecals = FALSE (Whether to allow static decals.) [0130.74] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0130.74] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0130.74] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0130.74] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0130.74] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0130.74] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0130.74] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0130.74] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0130.74] Log: Bloom = FALSE (Whether to allow bloom.) [0130.74] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0130.74] Log: Distortion = FALSE (Whether to allow distortion.) [0130.74] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0130.74] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0130.74] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0130.74] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0130.74] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0130.74] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0130.74] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0130.74] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0130.74] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0130.74] Log: DetailMode = 1 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0130.74] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0130.74] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0130.74] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0130.74] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0130.74] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0130.74] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0130.74] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0130.74] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0130.74] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0130.74] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0130.74] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0130.74] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0130.74] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0130.74] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0130.75] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0130.75] ScriptLog: key: StaticDecals | value: False [0130.75] ScriptLog: StaticDecalsFalse [0130.75] ScriptLog: key: DynamicDecals | value: True [0130.75] ScriptLog: DynamicDecalsTrue [0130.75] ScriptLog: key: UnbatchedDecals | value: True [0130.75] ScriptLog: UnbatchedDecalsTrue [0130.75] ScriptLog: key: DecalCullDistanceScale | value: 1 [0130.75] ScriptLog: DecalCullDistanceScale? 1.0000 [0130.75] ScriptLog: key: DynamicShadows | value: False [0130.75] ScriptLog: DynamicShadowsFalse [0130.75] ScriptLog: key: LightEnvironmentShadows | value: True [0130.75] ScriptLog: LightEnvironmentShadowsTrue [0130.75] ScriptLog: key: MotionBlur | value: False [0130.75] ScriptLog: MotionBlurFalse [0130.75] ScriptLog: key: DepthOfField | value: False [0130.75] ScriptLog: DepthOfFieldFalse [0130.75] ScriptLog: key: AmbientOcclusion | value: False [0130.75] ScriptLog: AmbientOcclusionFalse [0130.75] ScriptLog: key: Bloom | value: False [0130.75] ScriptLog: BloomFalse [0130.75] ScriptLog: key: bAllowLightShafts | value: True [0130.75] ScriptLog: bAllowLightShaftsTrue [0130.75] ScriptLog: key: Distortion | value: False [0130.75] ScriptLog: DistortionFalse [0130.75] ScriptLog: key: DropParticleDistortion | value: False [0130.75] ScriptLog: DropParticleDistortionFalse [0130.75] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0130.75] ScriptLog: key: LensFlares | value: True [0130.75] ScriptLog: LensFlaresTrue [0130.75] ScriptLog: key: AllowRadialBlur | value: True [0130.75] ScriptLog: AllowRadialBlurTrue [0130.75] ScriptLog: key: bAllowSeparateTranslucency | value: False [0130.75] ScriptLog: bAllowSeparateTranslucencyFalse [0130.75] ScriptLog: key: bAllowPostprocessMLAA | value: False [0130.75] ScriptLog: bAllowPostprocessMLAAFalse [0130.75] ScriptLog: key: bAllowHighQualityMaterials | value: True [0130.75] ScriptLog: bAllowHighQualityMaterialsTrue [0130.75] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0130.75] ScriptLog: MaxFilterBlurSampleCount? 16 [0130.75] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0130.75] ScriptLog: SkeletalMeshLODBias? 2 [0130.75] ScriptLog: key: DetailMode | value: 1 [0130.75] ScriptLog: DetailMode? 1 [0130.75] ScriptLog: key: MemoryDetailMode | value: 2 [0130.75] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0130.75] ScriptLog: MaxDrawDistanceScale? 1.0000 [0130.75] ScriptLog: key: MaxAnisotropy | value: 4 [0130.75] ScriptLog: MaxAnisotropy? 4 [0130.75] ScriptLog: key: bAllowD3D9MSAA | value: False [0130.75] ScriptLog: bAllowD3D9MSAAFalse [0130.75] ScriptLog: key: MinShadowResolution | value: 64 [0130.75] ScriptLog: MinShadowResolution? 64 [0130.75] ScriptLog: key: MinPreShadowResolution | value: 8 [0130.75] ScriptLog: MinPreShadowResolution? 8 [0130.75] ScriptLog: key: MaxShadowResolution | value: 1024 [0130.75] ScriptLog: MaxShadowResolution? 1024 [0130.75] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0130.75] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0130.75] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0130.75] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0130.75] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0130.75] ScriptLog: bEnableBranchingPCFShadowsFalse [0130.75] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0130.75] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0130.75] ScriptLog: key: bUseConservativeShadowBounds | value: False [0130.75] ScriptLog: bUseConservativeShadowBoundsFalse [0130.75] ScriptLog: key: bAllowFracturedDamage | value: True [0130.75] ScriptLog: bAllowFracturedDamageTrue [0130.75] ScriptLog: key: FractureCullDistanceScale | value: 1 [0130.75] ScriptLog: FractureCullDistanceScale? 1.0000 [0130.75] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0130.75] ScriptLog: bApexClothingAsyncFetchResultsFalse [0130.75] Log: Current preference system settings: [0130.75] Log: UseVsync = FALSE (Whether to use VSync or not.) [0130.75] Log: Fullscreen = TRUE (Fullscreen.) [0130.75] Log: ResX = 1280 (Screen X resolution.) [0130.75] Log: ResY = 720 (Screen Y resolution.) [0130.75] ScriptLog: key: UseVsync | value: False [0130.75] ScriptLog: UseVsyncFalse [0130.75] ScriptLog: key: Fullscreen | value: True [0130.75] ScriptLog: FullscreenTrue [0130.75] ScriptLog: key: ResX | value: 1280 [0130.75] ScriptLog: ResX? 1280 [0130.75] ScriptLog: key: ResY | value: 720 [0130.75] ScriptLog: ResY? 720 [0130.75] Log: Current debug system settings: [0130.75] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0130.75] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0130.75] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0130.75] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0130.75] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0130.75] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0130.75] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0130.75] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0130.75] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0130.75] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0130.75] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0130.75] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0130.75] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0130.75] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0130.75] Log: bAllowTemporalAA = FALSE (UKNOWN) [0130.75] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0130.75] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0130.75] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0130.75] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0130.75] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0130.75] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0130.75] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0130.75] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0130.75] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0130.75] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0130.75] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0130.75] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0130.75] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0130.75] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0130.75] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0130.75] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0130.75] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0130.75] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0130.75] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0130.75] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0130.75] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0130.75] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0130.75] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0130.75] ScriptLog: key: DynamicLights | value: True [0130.75] ScriptLog: DynamicLightsTrue [0130.75] ScriptLog: key: CompositeDynamicLights | value: False [0130.75] ScriptLog: CompositeDynamicLightsFalse [0130.75] ScriptLog: key: DirectionalLightmaps | value: True [0130.75] ScriptLog: DirectionalLightmapsTrue [0130.75] ScriptLog: key: SpeedTreeLeaves | value: False [0130.75] ScriptLog: SpeedTreeLeavesFalse [0130.75] ScriptLog: key: SpeedTreeFronds | value: False [0130.75] ScriptLog: SpeedTreeFrondsFalse [0130.75] ScriptLog: key: OnlyStreamInTextures | value: False [0130.75] ScriptLog: OnlyStreamInTexturesFalse [0130.75] ScriptLog: key: OneFrameThreadLag | value: True [0130.75] ScriptLog: OneFrameThreadLagTrue [0130.75] ScriptLog: key: UpscaleScreenPercentage | value: True [0130.75] ScriptLog: UpscaleScreenPercentageTrue [0130.75] ScriptLog: key: AllowOpenGL | value: False [0130.75] ScriptLog: AllowOpenGLFalse [0130.75] ScriptLog: key: AllowSubsurfaceScattering | value: True [0130.75] ScriptLog: AllowSubsurfaceScatteringTrue [0130.75] ScriptLog: key: AllowImageReflections | value: True [0130.75] ScriptLog: AllowImageReflectionsTrue [0130.75] ScriptLog: key: AllowImageReflectionShadowing | value: True [0130.75] ScriptLog: AllowImageReflectionShadowingTrue [0130.75] ScriptLog: key: ParticleLODBias | value: 2 [0130.75] ScriptLog: ParticleLODBias? 2 [0130.75] ScriptLog: key: MaxMultiSamples | value: 0 [0130.75] ScriptLog: MaxMultiSamples? 0 [0130.75] ScriptLog: key: bAllowTemporalAA | value: False [0130.75] ScriptLog: bAllowTemporalAAFalse [0130.75] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0130.75] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0130.75] ScriptLog: TemporalAA_MinDepth? -1 [0130.75] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0130.75] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0130.75] ScriptLog: key: ScreenPercentage | value: 100 [0130.75] ScriptLog: ScreenPercentage? 100.0000 [0130.75] Log: Current unknown system settings: [0130.75] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0130.75] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0130.75] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0130.75] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0130.75] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0130.75] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0130.75] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0130.75] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0130.75] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0130.75] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0130.75] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0130.75] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0130.75] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0130.75] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0130.75] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0130.75] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0130.75] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0130.75] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0130.75] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0130.75] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0130.75] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0130.75] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.75] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.75] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.75] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0130.75] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0130.75] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0130.75] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0130.75] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0130.75] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0130.75] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0130.75] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0130.75] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0130.75] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0130.75] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0130.75] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0130.75] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0130.75] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0130.75] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0130.75] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0130.75] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0130.75] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0130.75] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0130.75] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0130.75] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0130.75] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0130.75] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0130.75] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0130.75] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0130.75] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0130.75] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0130.75] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0130.75] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0130.75] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0130.75] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0130.75] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0130.75] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0130.75] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0130.75] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0130.75] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0130.75] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0130.75] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0130.75] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0130.75] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0130.75] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0130.75] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0130.75] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0130.75] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0130.75] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0130.75] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0130.75] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0130.75] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0130.75] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0130.75] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0130.75] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0130.75] ScriptLog: key: SHSecondaryLighting | value: True [0130.75] ScriptLog: SHSecondaryLightingTrue [0130.75] ScriptLog: key: MotionBlurPause | value: True [0130.75] ScriptLog: MotionBlurPauseTrue [0130.75] ScriptLog: key: MotionBlurSkinning | value: 1 [0130.75] ScriptLog: MotionBlurSkinning? 1 [0130.75] ScriptLog: key: FilteredDistortion | value: True [0130.75] ScriptLog: FilteredDistortionTrue [0130.75] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0130.75] ScriptLog: bAllowDownsampledTranslucencyFalse [0130.75] ScriptLog: key: FogVolumes | value: True [0130.75] ScriptLog: FogVolumesTrue [0130.75] ScriptLog: key: FloatingPointRenderTargets | value: True [0130.75] ScriptLog: FloatingPointRenderTargetsTrue [0130.75] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0130.75] ScriptLog: ShadowFilterQualityBias? 2 [0130.75] ScriptLog: key: ShadowFadeResolution | value: 128 [0130.75] ScriptLog: ShadowFadeResolution? 128 [0130.75] ScriptLog: key: PreShadowFadeResolution | value: 16 [0130.75] ScriptLog: PreShadowFadeResolution? 16 [0130.75] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0130.75] ScriptLog: ShadowFadeExponent? 0.2500 [0130.75] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0130.75] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0130.75] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0130.75] ScriptLog: PreShadowResolutionFactor? 0.5000 [0130.75] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0130.75] ScriptLog: bAllowHardwareShadowFilteringFalse [0130.75] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0130.75] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0130.75] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0130.75] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0130.75] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0130.75] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0130.75] ScriptLog: bEnableForegroundSelfShadowingFalse [0130.75] ScriptLog: key: ShadowFilterRadius | value: 2 [0130.75] ScriptLog: ShadowFilterRadius? 2.0000 [0130.75] ScriptLog: key: ShadowDepthBias | value: 0.012 [0130.75] ScriptLog: ShadowDepthBias? 0.0120 [0130.75] ScriptLog: key: PerObjectShadowTransition | value: 60 [0130.75] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0130.75] ScriptLog: PerObjectShadowTransition? -1 [0130.75] ScriptLog: key: PerSceneShadowTransition | value: 600 [0130.75] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0130.75] ScriptLog: PerSceneShadowTransition? -1 [0130.75] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0130.75] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0130.75] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0130.75] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0130.75] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0130.75] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0130.75] ScriptLog: key: CSMMinimumFOV | value: 40 [0130.75] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0130.75] ScriptLog: CSMMinimumFOV? -1 [0130.75] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0130.75] ScriptLog: CSMFOVRoundFactor? 4.0000 [0130.75] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0130.75] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0130.75] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0130.75] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0130.75] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0130.75] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0130.75] ScriptLog: key: NumFracturedPartsScale | value: 1 [0130.75] ScriptLog: NumFracturedPartsScale? 1.0000 [0130.75] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0130.75] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0130.75] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0130.75] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0130.75] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0130.75] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0130.75] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0130.75] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0130.75] ScriptLog: key: HighPrecisionGBuffers | value: False [0130.75] ScriptLog: HighPrecisionGBuffersFalse [0130.75] ScriptLog: key: AllowSecondaryDisplays | value: False [0130.75] ScriptLog: AllowSecondaryDisplaysFalse [0130.75] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0130.75] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0130.75] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0130.75] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0130.75] ScriptLog: key: StatFontScaleFactor | value: 1 [0130.75] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0130.75] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0130.75] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0130.75] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0130.75] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0130.75] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0130.75] ScriptLog: ApexDestructionMaxShapeCount? 0 [0130.75] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0130.75] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0130.75] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0130.75] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0130.75] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0130.75] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0130.75] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0130.75] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0130.75] ScriptLog: ApexDestructionSortByBenefitTrue [0130.75] ScriptLog: key: ApexGRBEnable | value: False [0130.75] ScriptLog: ApexGRBEnableFalse [0130.75] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0130.75] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0130.75] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0130.75] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0130.75] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0130.75] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0130.75] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0130.75] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0130.75] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0130.75] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0130.75] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0130.75] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0130.75] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0130.75] ScriptLog: ApexGRBSkinWidth? 0.0250 [0130.75] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0130.75] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0130.75] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0130.75] ScriptLog: bEnableParallelApexClothingFetchTrue [0130.75] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0130.75] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0130.75] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0130.75] ScriptLog: ApexClothingAllowAsyncCookingTrue [0130.75] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0130.75] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0130.75] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0130.75] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0130.76] Log: Listing all sound classes. [0130.76] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0130.76] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0130.76] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0130.76] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0130.76] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0130.76] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0130.76] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0130.76] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0130.76] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0130.76] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0130.76] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0130.76] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0130.76] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0130.76] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0130.77] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0130.77] Log: 931 total sounds in 15 classes [0130.77] Log: Bool AmbientOcclusion set to 0 [0130.92] Log: Current scalability system settings: [0130.92] Log: StaticDecals = FALSE (Whether to allow static decals.) [0130.92] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0130.92] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0130.92] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0130.92] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0130.92] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0130.92] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0130.92] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0130.92] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0130.92] Log: Bloom = FALSE (Whether to allow bloom.) [0130.92] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0130.92] Log: Distortion = FALSE (Whether to allow distortion.) [0130.92] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0130.92] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0130.92] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0130.92] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0130.92] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0130.92] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0130.92] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0130.92] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0130.92] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0130.92] Log: DetailMode = 1 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0130.92] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0130.92] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0130.92] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0130.92] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0130.92] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0130.92] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0130.92] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0130.92] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0130.92] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0130.92] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0130.92] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0130.92] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0130.92] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0130.92] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0130.92] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0130.92] ScriptLog: key: StaticDecals | value: False [0130.92] ScriptLog: StaticDecalsFalse [0130.92] ScriptLog: key: DynamicDecals | value: True [0130.92] ScriptLog: DynamicDecalsTrue [0130.92] ScriptLog: key: UnbatchedDecals | value: True [0130.92] ScriptLog: UnbatchedDecalsTrue [0130.92] ScriptLog: key: DecalCullDistanceScale | value: 1 [0130.92] ScriptLog: DecalCullDistanceScale? 1.0000 [0130.92] ScriptLog: key: DynamicShadows | value: False [0130.92] ScriptLog: DynamicShadowsFalse [0130.92] ScriptLog: key: LightEnvironmentShadows | value: True [0130.92] ScriptLog: LightEnvironmentShadowsTrue [0130.92] ScriptLog: key: MotionBlur | value: False [0130.92] ScriptLog: MotionBlurFalse [0130.92] ScriptLog: key: DepthOfField | value: False [0130.92] ScriptLog: DepthOfFieldFalse [0130.92] ScriptLog: key: AmbientOcclusion | value: False [0130.92] ScriptLog: AmbientOcclusionFalse [0130.92] ScriptLog: key: Bloom | value: False [0130.92] ScriptLog: BloomFalse [0130.92] ScriptLog: key: bAllowLightShafts | value: True [0130.92] ScriptLog: bAllowLightShaftsTrue [0130.92] ScriptLog: key: Distortion | value: False [0130.92] ScriptLog: DistortionFalse [0130.92] ScriptLog: key: DropParticleDistortion | value: False [0130.92] ScriptLog: DropParticleDistortionFalse [0130.92] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0130.92] ScriptLog: key: LensFlares | value: True [0130.92] ScriptLog: LensFlaresTrue [0130.92] ScriptLog: key: AllowRadialBlur | value: True [0130.92] ScriptLog: AllowRadialBlurTrue [0130.92] ScriptLog: key: bAllowSeparateTranslucency | value: False [0130.92] ScriptLog: bAllowSeparateTranslucencyFalse [0130.92] ScriptLog: key: bAllowPostprocessMLAA | value: False [0130.92] ScriptLog: bAllowPostprocessMLAAFalse [0130.92] ScriptLog: key: bAllowHighQualityMaterials | value: True [0130.92] ScriptLog: bAllowHighQualityMaterialsTrue [0130.92] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0130.92] ScriptLog: MaxFilterBlurSampleCount? 16 [0130.92] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0130.92] ScriptLog: SkeletalMeshLODBias? 2 [0130.92] ScriptLog: key: DetailMode | value: 1 [0130.92] ScriptLog: DetailMode? 1 [0130.92] ScriptLog: key: MemoryDetailMode | value: 2 [0130.92] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0130.92] ScriptLog: MaxDrawDistanceScale? 1.0000 [0130.92] ScriptLog: key: MaxAnisotropy | value: 4 [0130.92] ScriptLog: MaxAnisotropy? 4 [0130.92] ScriptLog: key: bAllowD3D9MSAA | value: False [0130.92] ScriptLog: bAllowD3D9MSAAFalse [0130.92] ScriptLog: key: MinShadowResolution | value: 64 [0130.92] ScriptLog: MinShadowResolution? 64 [0130.92] ScriptLog: key: MinPreShadowResolution | value: 8 [0130.92] ScriptLog: MinPreShadowResolution? 8 [0130.92] ScriptLog: key: MaxShadowResolution | value: 1024 [0130.92] ScriptLog: MaxShadowResolution? 1024 [0130.92] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0130.92] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0130.92] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0130.92] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0130.92] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0130.92] ScriptLog: bEnableBranchingPCFShadowsFalse [0130.92] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0130.92] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0130.92] ScriptLog: key: bUseConservativeShadowBounds | value: False [0130.92] ScriptLog: bUseConservativeShadowBoundsFalse [0130.92] ScriptLog: key: bAllowFracturedDamage | value: True [0130.92] ScriptLog: bAllowFracturedDamageTrue [0130.92] ScriptLog: key: FractureCullDistanceScale | value: 1 [0130.92] ScriptLog: FractureCullDistanceScale? 1.0000 [0130.92] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0130.92] ScriptLog: bApexClothingAsyncFetchResultsFalse [0130.92] Log: Current preference system settings: [0130.92] Log: UseVsync = FALSE (Whether to use VSync or not.) [0130.92] Log: Fullscreen = TRUE (Fullscreen.) [0130.92] Log: ResX = 1280 (Screen X resolution.) [0130.92] Log: ResY = 720 (Screen Y resolution.) [0130.92] ScriptLog: key: UseVsync | value: False [0130.92] ScriptLog: UseVsyncFalse [0130.92] ScriptLog: key: Fullscreen | value: True [0130.92] ScriptLog: FullscreenTrue [0130.92] ScriptLog: key: ResX | value: 1280 [0130.92] ScriptLog: ResX? 1280 [0130.92] ScriptLog: key: ResY | value: 720 [0130.92] ScriptLog: ResY? 720 [0130.92] Log: Current debug system settings: [0130.92] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0130.92] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0130.92] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0130.92] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0130.92] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0130.92] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0130.92] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0130.92] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0130.92] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0130.92] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0130.92] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0130.92] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0130.92] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0130.92] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0130.92] Log: bAllowTemporalAA = FALSE (UKNOWN) [0130.92] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0130.92] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0130.92] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0130.92] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0130.92] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0130.92] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0130.92] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0130.92] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0130.92] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0130.92] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0130.92] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0130.92] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0130.92] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0130.92] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0130.92] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0130.92] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0130.92] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0130.92] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0130.92] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0130.92] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0130.92] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0130.92] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0130.92] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0130.92] ScriptLog: key: DynamicLights | value: True [0130.92] ScriptLog: DynamicLightsTrue [0130.92] ScriptLog: key: CompositeDynamicLights | value: False [0130.92] ScriptLog: CompositeDynamicLightsFalse [0130.92] ScriptLog: key: DirectionalLightmaps | value: True [0130.92] ScriptLog: DirectionalLightmapsTrue [0130.92] ScriptLog: key: SpeedTreeLeaves | value: False [0130.92] ScriptLog: SpeedTreeLeavesFalse [0130.92] ScriptLog: key: SpeedTreeFronds | value: False [0130.92] ScriptLog: SpeedTreeFrondsFalse [0130.92] ScriptLog: key: OnlyStreamInTextures | value: False [0130.92] ScriptLog: OnlyStreamInTexturesFalse [0130.92] ScriptLog: key: OneFrameThreadLag | value: True [0130.92] ScriptLog: OneFrameThreadLagTrue [0130.92] ScriptLog: key: UpscaleScreenPercentage | value: True [0130.92] ScriptLog: UpscaleScreenPercentageTrue [0130.92] ScriptLog: key: AllowOpenGL | value: False [0130.92] ScriptLog: AllowOpenGLFalse [0130.92] ScriptLog: key: AllowSubsurfaceScattering | value: True [0130.92] ScriptLog: AllowSubsurfaceScatteringTrue [0130.92] ScriptLog: key: AllowImageReflections | value: True [0130.92] ScriptLog: AllowImageReflectionsTrue [0130.92] ScriptLog: key: AllowImageReflectionShadowing | value: True [0130.92] ScriptLog: AllowImageReflectionShadowingTrue [0130.92] ScriptLog: key: ParticleLODBias | value: 2 [0130.92] ScriptLog: ParticleLODBias? 2 [0130.92] ScriptLog: key: MaxMultiSamples | value: 0 [0130.92] ScriptLog: MaxMultiSamples? 0 [0130.92] ScriptLog: key: bAllowTemporalAA | value: False [0130.92] ScriptLog: bAllowTemporalAAFalse [0130.92] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0130.92] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0130.92] ScriptLog: TemporalAA_MinDepth? -1 [0130.92] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0130.92] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0130.92] ScriptLog: key: ScreenPercentage | value: 100 [0130.92] ScriptLog: ScreenPercentage? 100.0000 [0130.92] Log: Current unknown system settings: [0130.92] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0130.92] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0130.92] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0130.92] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0130.92] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0130.92] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0130.92] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0130.92] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0130.92] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0130.92] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0130.92] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0130.92] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0130.92] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0130.92] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0130.92] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0130.92] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0130.92] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0130.92] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0130.92] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0130.92] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0130.92] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0130.92] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.92] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.92] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0130.92] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0130.92] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0130.92] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0130.92] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0130.92] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0130.92] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0130.92] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0130.92] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0130.92] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0130.92] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0130.92] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0130.92] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0130.92] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0130.92] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0130.92] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0130.92] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0130.92] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0130.92] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0130.92] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0130.92] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0130.92] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0130.92] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0130.92] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0130.92] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0130.92] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0130.92] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0130.92] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0130.92] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0130.92] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0130.92] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0130.92] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0130.92] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0130.92] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0130.92] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0130.92] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0130.92] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0130.92] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0130.92] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0130.92] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0130.92] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0130.92] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0130.92] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0130.92] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0130.92] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0130.92] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0130.92] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0130.92] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0130.92] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0130.92] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0130.92] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0130.92] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0130.92] ScriptLog: key: SHSecondaryLighting | value: True [0130.92] ScriptLog: SHSecondaryLightingTrue [0130.92] ScriptLog: key: MotionBlurPause | value: True [0130.92] ScriptLog: MotionBlurPauseTrue [0130.92] ScriptLog: key: MotionBlurSkinning | value: 1 [0130.92] ScriptLog: MotionBlurSkinning? 1 [0130.92] ScriptLog: key: FilteredDistortion | value: True [0130.92] ScriptLog: FilteredDistortionTrue [0130.92] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0130.92] ScriptLog: bAllowDownsampledTranslucencyFalse [0130.92] ScriptLog: key: FogVolumes | value: True [0130.92] ScriptLog: FogVolumesTrue [0130.92] ScriptLog: key: FloatingPointRenderTargets | value: True [0130.92] ScriptLog: FloatingPointRenderTargetsTrue [0130.92] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0130.92] ScriptLog: ShadowFilterQualityBias? 2 [0130.92] ScriptLog: key: ShadowFadeResolution | value: 128 [0130.92] ScriptLog: ShadowFadeResolution? 128 [0130.92] ScriptLog: key: PreShadowFadeResolution | value: 16 [0130.92] ScriptLog: PreShadowFadeResolution? 16 [0130.92] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0130.92] ScriptLog: ShadowFadeExponent? 0.2500 [0130.92] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0130.92] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0130.92] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0130.92] ScriptLog: PreShadowResolutionFactor? 0.5000 [0130.92] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0130.92] ScriptLog: bAllowHardwareShadowFilteringFalse [0130.92] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0130.92] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0130.92] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0130.92] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0130.92] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0130.92] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0130.92] ScriptLog: bEnableForegroundSelfShadowingFalse [0130.92] ScriptLog: key: ShadowFilterRadius | value: 2 [0130.92] ScriptLog: ShadowFilterRadius? 2.0000 [0130.92] ScriptLog: key: ShadowDepthBias | value: 0.012 [0130.92] ScriptLog: ShadowDepthBias? 0.0120 [0130.92] ScriptLog: key: PerObjectShadowTransition | value: 60 [0130.92] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0130.92] ScriptLog: PerObjectShadowTransition? -1 [0130.92] ScriptLog: key: PerSceneShadowTransition | value: 600 [0130.92] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0130.92] ScriptLog: PerSceneShadowTransition? -1 [0130.92] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0130.92] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0130.92] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0130.92] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0130.92] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0130.92] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0130.92] ScriptLog: key: CSMMinimumFOV | value: 40 [0130.92] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0130.92] ScriptLog: CSMMinimumFOV? -1 [0130.92] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0130.92] ScriptLog: CSMFOVRoundFactor? 4.0000 [0130.92] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0130.92] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0130.92] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0130.92] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0130.92] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0130.92] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0130.92] ScriptLog: key: NumFracturedPartsScale | value: 1 [0130.92] ScriptLog: NumFracturedPartsScale? 1.0000 [0130.92] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0130.92] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0130.92] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0130.92] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0130.92] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0130.92] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0130.92] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0130.92] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0130.92] ScriptLog: key: HighPrecisionGBuffers | value: False [0130.92] ScriptLog: HighPrecisionGBuffersFalse [0130.92] ScriptLog: key: AllowSecondaryDisplays | value: False [0130.92] ScriptLog: AllowSecondaryDisplaysFalse [0130.92] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0130.92] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0130.92] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0130.92] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0130.92] ScriptLog: key: StatFontScaleFactor | value: 1 [0130.92] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0130.92] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0130.92] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0130.92] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0130.92] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0130.92] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0130.92] ScriptLog: ApexDestructionMaxShapeCount? 0 [0130.92] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0130.92] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0130.92] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0130.92] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0130.92] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0130.92] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0130.92] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0130.92] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0130.92] ScriptLog: ApexDestructionSortByBenefitTrue [0130.92] ScriptLog: key: ApexGRBEnable | value: False [0130.92] ScriptLog: ApexGRBEnableFalse [0130.92] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0130.92] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0130.92] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0130.92] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0130.92] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0130.92] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0130.92] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0130.92] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0130.92] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0130.92] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0130.92] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0130.92] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0130.92] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0130.92] ScriptLog: ApexGRBSkinWidth? 0.0250 [0130.92] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0130.92] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0130.92] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0130.92] ScriptLog: bEnableParallelApexClothingFetchTrue [0130.92] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0130.92] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0130.92] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0130.92] ScriptLog: ApexClothingAllowAsyncCookingTrue [0130.92] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0130.92] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0130.92] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0130.92] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0130.93] Log: Listing all sound classes. [0130.93] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0130.93] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0130.93] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0130.93] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0130.93] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0130.93] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0130.93] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0130.93] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0130.93] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0130.93] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0130.93] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0130.93] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0130.93] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0130.93] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0130.93] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0130.93] Log: 931 total sounds in 15 classes [0130.94] Log: Bool AmbientOcclusion set to 0 [0131.02] Log: Current scalability system settings: [0131.02] Log: StaticDecals = FALSE (Whether to allow static decals.) [0131.02] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0131.02] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0131.02] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0131.02] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0131.02] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0131.02] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0131.02] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0131.02] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0131.02] Log: Bloom = FALSE (Whether to allow bloom.) [0131.02] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0131.02] Log: Distortion = FALSE (Whether to allow distortion.) [0131.02] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0131.02] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0131.02] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0131.02] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0131.02] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0131.02] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0131.02] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0131.02] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0131.02] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0131.02] Log: DetailMode = 1 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0131.02] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0131.02] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0131.02] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0131.02] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0131.02] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0131.02] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0131.02] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0131.02] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0131.02] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0131.02] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0131.02] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0131.02] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0131.02] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0131.02] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0131.02] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0131.02] ScriptLog: key: StaticDecals | value: False [0131.02] ScriptLog: StaticDecalsFalse [0131.02] ScriptLog: key: DynamicDecals | value: True [0131.02] ScriptLog: DynamicDecalsTrue [0131.02] ScriptLog: key: UnbatchedDecals | value: True [0131.02] ScriptLog: UnbatchedDecalsTrue [0131.02] ScriptLog: key: DecalCullDistanceScale | value: 1 [0131.02] ScriptLog: DecalCullDistanceScale? 1.0000 [0131.02] ScriptLog: key: DynamicShadows | value: False [0131.02] ScriptLog: DynamicShadowsFalse [0131.02] ScriptLog: key: LightEnvironmentShadows | value: True [0131.02] ScriptLog: LightEnvironmentShadowsTrue [0131.02] ScriptLog: key: MotionBlur | value: False [0131.02] ScriptLog: MotionBlurFalse [0131.02] ScriptLog: key: DepthOfField | value: False [0131.02] ScriptLog: DepthOfFieldFalse [0131.02] ScriptLog: key: AmbientOcclusion | value: False [0131.02] ScriptLog: AmbientOcclusionFalse [0131.02] ScriptLog: key: Bloom | value: False [0131.02] ScriptLog: BloomFalse [0131.02] ScriptLog: key: bAllowLightShafts | value: True [0131.02] ScriptLog: bAllowLightShaftsTrue [0131.02] ScriptLog: key: Distortion | value: False [0131.02] ScriptLog: DistortionFalse [0131.02] ScriptLog: key: DropParticleDistortion | value: False [0131.02] ScriptLog: DropParticleDistortionFalse [0131.02] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0131.02] ScriptLog: key: LensFlares | value: True [0131.02] ScriptLog: LensFlaresTrue [0131.02] ScriptLog: key: AllowRadialBlur | value: True [0131.02] ScriptLog: AllowRadialBlurTrue [0131.02] ScriptLog: key: bAllowSeparateTranslucency | value: False [0131.02] ScriptLog: bAllowSeparateTranslucencyFalse [0131.02] ScriptLog: key: bAllowPostprocessMLAA | value: False [0131.02] ScriptLog: bAllowPostprocessMLAAFalse [0131.02] ScriptLog: key: bAllowHighQualityMaterials | value: True [0131.02] ScriptLog: bAllowHighQualityMaterialsTrue [0131.02] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0131.02] ScriptLog: MaxFilterBlurSampleCount? 16 [0131.02] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0131.02] ScriptLog: SkeletalMeshLODBias? 2 [0131.02] ScriptLog: key: DetailMode | value: 1 [0131.02] ScriptLog: DetailMode? 1 [0131.02] ScriptLog: key: MemoryDetailMode | value: 2 [0131.02] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0131.02] ScriptLog: MaxDrawDistanceScale? 1.0000 [0131.02] ScriptLog: key: MaxAnisotropy | value: 4 [0131.02] ScriptLog: MaxAnisotropy? 4 [0131.02] ScriptLog: key: bAllowD3D9MSAA | value: False [0131.02] ScriptLog: bAllowD3D9MSAAFalse [0131.02] ScriptLog: key: MinShadowResolution | value: 64 [0131.02] ScriptLog: MinShadowResolution? 64 [0131.02] ScriptLog: key: MinPreShadowResolution | value: 8 [0131.02] ScriptLog: MinPreShadowResolution? 8 [0131.02] ScriptLog: key: MaxShadowResolution | value: 1024 [0131.02] ScriptLog: MaxShadowResolution? 1024 [0131.02] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0131.02] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0131.02] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0131.02] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0131.02] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0131.02] ScriptLog: bEnableBranchingPCFShadowsFalse [0131.02] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0131.02] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0131.02] ScriptLog: key: bUseConservativeShadowBounds | value: False [0131.02] ScriptLog: bUseConservativeShadowBoundsFalse [0131.02] ScriptLog: key: bAllowFracturedDamage | value: True [0131.02] ScriptLog: bAllowFracturedDamageTrue [0131.02] ScriptLog: key: FractureCullDistanceScale | value: 1 [0131.02] ScriptLog: FractureCullDistanceScale? 1.0000 [0131.02] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0131.02] ScriptLog: bApexClothingAsyncFetchResultsFalse [0131.02] Log: Current preference system settings: [0131.02] Log: UseVsync = FALSE (Whether to use VSync or not.) [0131.02] Log: Fullscreen = TRUE (Fullscreen.) [0131.02] Log: ResX = 1280 (Screen X resolution.) [0131.02] Log: ResY = 720 (Screen Y resolution.) [0131.02] ScriptLog: key: UseVsync | value: False [0131.02] ScriptLog: UseVsyncFalse [0131.02] ScriptLog: key: Fullscreen | value: True [0131.02] ScriptLog: FullscreenTrue [0131.02] ScriptLog: key: ResX | value: 1280 [0131.02] ScriptLog: ResX? 1280 [0131.02] ScriptLog: key: ResY | value: 720 [0131.02] ScriptLog: ResY? 720 [0131.02] Log: Current debug system settings: [0131.02] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0131.02] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0131.02] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0131.02] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0131.02] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0131.02] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0131.02] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0131.02] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0131.02] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0131.02] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0131.02] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0131.02] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0131.02] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0131.02] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0131.02] Log: bAllowTemporalAA = FALSE (UKNOWN) [0131.02] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0131.02] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0131.02] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0131.02] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0131.02] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0131.02] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0131.02] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0131.02] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0131.02] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0131.02] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0131.02] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0131.02] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0131.02] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0131.02] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0131.02] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0131.02] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0131.02] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0131.02] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0131.02] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0131.02] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0131.02] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0131.02] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0131.02] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0131.02] ScriptLog: key: DynamicLights | value: True [0131.02] ScriptLog: DynamicLightsTrue [0131.02] ScriptLog: key: CompositeDynamicLights | value: False [0131.02] ScriptLog: CompositeDynamicLightsFalse [0131.02] ScriptLog: key: DirectionalLightmaps | value: True [0131.02] ScriptLog: DirectionalLightmapsTrue [0131.02] ScriptLog: key: SpeedTreeLeaves | value: False [0131.02] ScriptLog: SpeedTreeLeavesFalse [0131.02] ScriptLog: key: SpeedTreeFronds | value: False [0131.02] ScriptLog: SpeedTreeFrondsFalse [0131.02] ScriptLog: key: OnlyStreamInTextures | value: False [0131.02] ScriptLog: OnlyStreamInTexturesFalse [0131.02] ScriptLog: key: OneFrameThreadLag | value: True [0131.02] ScriptLog: OneFrameThreadLagTrue [0131.02] ScriptLog: key: UpscaleScreenPercentage | value: True [0131.02] ScriptLog: UpscaleScreenPercentageTrue [0131.02] ScriptLog: key: AllowOpenGL | value: False [0131.02] ScriptLog: AllowOpenGLFalse [0131.02] ScriptLog: key: AllowSubsurfaceScattering | value: True [0131.02] ScriptLog: AllowSubsurfaceScatteringTrue [0131.02] ScriptLog: key: AllowImageReflections | value: True [0131.02] ScriptLog: AllowImageReflectionsTrue [0131.02] ScriptLog: key: AllowImageReflectionShadowing | value: True [0131.02] ScriptLog: AllowImageReflectionShadowingTrue [0131.02] ScriptLog: key: ParticleLODBias | value: 2 [0131.02] ScriptLog: ParticleLODBias? 2 [0131.02] ScriptLog: key: MaxMultiSamples | value: 0 [0131.02] ScriptLog: MaxMultiSamples? 0 [0131.02] ScriptLog: key: bAllowTemporalAA | value: False [0131.02] ScriptLog: bAllowTemporalAAFalse [0131.02] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0131.02] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0131.02] ScriptLog: TemporalAA_MinDepth? -1 [0131.02] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0131.02] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0131.02] ScriptLog: key: ScreenPercentage | value: 100 [0131.02] ScriptLog: ScreenPercentage? 100.0000 [0131.02] Log: Current unknown system settings: [0131.02] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0131.02] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0131.02] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0131.02] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0131.02] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0131.02] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0131.02] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0131.02] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0131.02] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0131.02] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0131.02] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0131.02] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0131.02] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0131.02] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0131.02] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0131.03] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0131.03] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0131.03] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0131.03] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0131.03] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0131.03] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0131.03] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.03] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.03] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.03] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0131.03] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0131.03] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0131.03] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0131.03] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0131.03] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0131.03] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0131.03] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0131.03] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0131.03] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0131.03] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0131.03] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0131.03] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0131.03] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0131.03] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0131.03] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0131.03] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0131.03] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0131.03] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0131.03] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0131.03] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0131.03] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0131.03] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0131.03] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0131.03] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0131.03] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0131.03] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0131.03] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0131.03] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0131.03] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0131.03] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0131.03] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0131.03] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0131.03] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0131.03] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0131.03] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0131.03] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0131.03] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0131.03] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0131.03] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0131.03] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0131.03] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0131.03] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0131.03] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0131.03] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0131.03] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0131.03] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0131.03] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0131.03] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0131.03] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0131.03] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0131.03] ScriptLog: key: SHSecondaryLighting | value: True [0131.03] ScriptLog: SHSecondaryLightingTrue [0131.03] ScriptLog: key: MotionBlurPause | value: True [0131.03] ScriptLog: MotionBlurPauseTrue [0131.03] ScriptLog: key: MotionBlurSkinning | value: 1 [0131.03] ScriptLog: MotionBlurSkinning? 1 [0131.03] ScriptLog: key: FilteredDistortion | value: True [0131.03] ScriptLog: FilteredDistortionTrue [0131.03] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0131.03] ScriptLog: bAllowDownsampledTranslucencyFalse [0131.03] ScriptLog: key: FogVolumes | value: True [0131.03] ScriptLog: FogVolumesTrue [0131.03] ScriptLog: key: FloatingPointRenderTargets | value: True [0131.03] ScriptLog: FloatingPointRenderTargetsTrue [0131.03] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0131.03] ScriptLog: ShadowFilterQualityBias? 2 [0131.03] ScriptLog: key: ShadowFadeResolution | value: 128 [0131.03] ScriptLog: ShadowFadeResolution? 128 [0131.03] ScriptLog: key: PreShadowFadeResolution | value: 16 [0131.03] ScriptLog: PreShadowFadeResolution? 16 [0131.03] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0131.03] ScriptLog: ShadowFadeExponent? 0.2500 [0131.03] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0131.03] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0131.03] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0131.03] ScriptLog: PreShadowResolutionFactor? 0.5000 [0131.03] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0131.03] ScriptLog: bAllowHardwareShadowFilteringFalse [0131.03] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0131.03] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0131.03] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0131.03] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0131.03] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0131.03] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0131.03] ScriptLog: bEnableForegroundSelfShadowingFalse [0131.03] ScriptLog: key: ShadowFilterRadius | value: 2 [0131.03] ScriptLog: ShadowFilterRadius? 2.0000 [0131.03] ScriptLog: key: ShadowDepthBias | value: 0.012 [0131.03] ScriptLog: ShadowDepthBias? 0.0120 [0131.03] ScriptLog: key: PerObjectShadowTransition | value: 60 [0131.03] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0131.03] ScriptLog: PerObjectShadowTransition? -1 [0131.03] ScriptLog: key: PerSceneShadowTransition | value: 600 [0131.03] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0131.03] ScriptLog: PerSceneShadowTransition? -1 [0131.03] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0131.03] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0131.03] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0131.03] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0131.03] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0131.03] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0131.03] ScriptLog: key: CSMMinimumFOV | value: 40 [0131.03] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0131.03] ScriptLog: CSMMinimumFOV? -1 [0131.03] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0131.03] ScriptLog: CSMFOVRoundFactor? 4.0000 [0131.03] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0131.03] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0131.03] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0131.03] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0131.03] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0131.03] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0131.03] ScriptLog: key: NumFracturedPartsScale | value: 1 [0131.03] ScriptLog: NumFracturedPartsScale? 1.0000 [0131.03] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0131.03] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0131.03] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0131.03] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0131.03] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0131.03] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0131.03] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0131.03] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0131.03] ScriptLog: key: HighPrecisionGBuffers | value: False [0131.03] ScriptLog: HighPrecisionGBuffersFalse [0131.03] ScriptLog: key: AllowSecondaryDisplays | value: False [0131.03] ScriptLog: AllowSecondaryDisplaysFalse [0131.03] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0131.03] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0131.03] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0131.03] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0131.03] ScriptLog: key: StatFontScaleFactor | value: 1 [0131.03] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0131.03] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0131.03] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0131.03] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0131.03] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0131.03] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0131.03] ScriptLog: ApexDestructionMaxShapeCount? 0 [0131.03] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0131.03] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0131.03] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0131.03] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0131.03] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0131.03] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0131.03] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0131.03] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0131.03] ScriptLog: ApexDestructionSortByBenefitTrue [0131.03] ScriptLog: key: ApexGRBEnable | value: False [0131.03] ScriptLog: ApexGRBEnableFalse [0131.03] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0131.03] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0131.03] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0131.03] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0131.03] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0131.03] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0131.03] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0131.03] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0131.03] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0131.03] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0131.03] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0131.03] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0131.03] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0131.03] ScriptLog: ApexGRBSkinWidth? 0.0250 [0131.03] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0131.03] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0131.03] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0131.03] ScriptLog: bEnableParallelApexClothingFetchTrue [0131.03] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0131.03] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0131.03] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0131.03] ScriptLog: ApexClothingAllowAsyncCookingTrue [0131.03] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0131.03] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0131.03] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0131.03] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0131.04] Log: Listing all sound classes. [0131.04] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0131.04] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0131.04] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0131.04] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0131.04] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0131.04] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0131.04] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0131.04] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0131.04] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0131.04] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0131.04] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0131.04] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0131.04] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0131.04] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0131.04] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0131.04] Log: 931 total sounds in 15 classes [0131.05] Log: Bool AmbientOcclusion set to 0 [0131.16] Log: >>>>>>>>>>>>>> Initial startup: 131.16s <<<<<<<<<<<<<<< [0131.22] ScriptLog: SWITCHEROO THE HUD Rx_Game [0131.22] ScriptLog: ======================= Rx_HUD ========================= [0131.22] ScriptLog: Script call stack: Function RenX_Game.Rx_HUD:Destroyed Function RenX_Game.Rx_HUD:RemoveMovies [0131.22] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0131.22] ScriptLog: HudMovie.bMovieIsOpen? True [0131.28] Log: Current scalability system settings: [0131.28] Log: StaticDecals = FALSE (Whether to allow static decals.) [0131.28] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0131.28] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0131.28] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0131.28] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0131.28] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0131.28] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0131.28] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0131.28] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0131.28] Log: Bloom = FALSE (Whether to allow bloom.) [0131.28] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0131.28] Log: Distortion = FALSE (Whether to allow distortion.) [0131.28] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0131.28] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0131.28] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0131.28] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0131.28] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0131.28] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0131.28] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0131.28] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0131.28] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0131.28] Log: DetailMode = 1 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0131.28] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0131.28] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0131.28] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0131.28] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0131.28] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0131.28] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0131.28] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0131.28] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0131.28] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0131.28] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0131.28] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0131.28] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0131.28] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0131.28] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0131.28] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0131.28] ScriptLog: key: StaticDecals | value: False [0131.28] ScriptLog: StaticDecalsFalse [0131.28] ScriptLog: key: DynamicDecals | value: True [0131.28] ScriptLog: DynamicDecalsTrue [0131.28] ScriptLog: key: UnbatchedDecals | value: True [0131.28] ScriptLog: UnbatchedDecalsTrue [0131.28] ScriptLog: key: DecalCullDistanceScale | value: 1 [0131.28] ScriptLog: DecalCullDistanceScale? 1.0000 [0131.28] ScriptLog: key: DynamicShadows | value: False [0131.28] ScriptLog: DynamicShadowsFalse [0131.28] ScriptLog: key: LightEnvironmentShadows | value: True [0131.28] ScriptLog: LightEnvironmentShadowsTrue [0131.28] ScriptLog: key: MotionBlur | value: False [0131.28] ScriptLog: MotionBlurFalse [0131.28] ScriptLog: key: DepthOfField | value: False [0131.28] ScriptLog: DepthOfFieldFalse [0131.28] ScriptLog: key: AmbientOcclusion | value: False [0131.28] ScriptLog: AmbientOcclusionFalse [0131.28] ScriptLog: key: Bloom | value: False [0131.28] ScriptLog: BloomFalse [0131.28] ScriptLog: key: bAllowLightShafts | value: True [0131.28] ScriptLog: bAllowLightShaftsTrue [0131.28] ScriptLog: key: Distortion | value: False [0131.28] ScriptLog: DistortionFalse [0131.28] ScriptLog: key: DropParticleDistortion | value: False [0131.28] ScriptLog: DropParticleDistortionFalse [0131.28] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0131.28] ScriptLog: key: LensFlares | value: True [0131.28] ScriptLog: LensFlaresTrue [0131.28] ScriptLog: key: AllowRadialBlur | value: True [0131.28] ScriptLog: AllowRadialBlurTrue [0131.28] ScriptLog: key: bAllowSeparateTranslucency | value: False [0131.28] ScriptLog: bAllowSeparateTranslucencyFalse [0131.28] ScriptLog: key: bAllowPostprocessMLAA | value: False [0131.28] ScriptLog: bAllowPostprocessMLAAFalse [0131.28] ScriptLog: key: bAllowHighQualityMaterials | value: True [0131.28] ScriptLog: bAllowHighQualityMaterialsTrue [0131.28] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0131.28] ScriptLog: MaxFilterBlurSampleCount? 16 [0131.28] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0131.28] ScriptLog: SkeletalMeshLODBias? 2 [0131.28] ScriptLog: key: DetailMode | value: 1 [0131.28] ScriptLog: DetailMode? 1 [0131.28] ScriptLog: key: MemoryDetailMode | value: 2 [0131.28] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0131.28] ScriptLog: MaxDrawDistanceScale? 1.0000 [0131.28] ScriptLog: key: MaxAnisotropy | value: 4 [0131.28] ScriptLog: MaxAnisotropy? 4 [0131.28] ScriptLog: key: bAllowD3D9MSAA | value: False [0131.28] ScriptLog: bAllowD3D9MSAAFalse [0131.28] ScriptLog: key: MinShadowResolution | value: 64 [0131.28] ScriptLog: MinShadowResolution? 64 [0131.28] ScriptLog: key: MinPreShadowResolution | value: 8 [0131.28] ScriptLog: MinPreShadowResolution? 8 [0131.28] ScriptLog: key: MaxShadowResolution | value: 1024 [0131.28] ScriptLog: MaxShadowResolution? 1024 [0131.28] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0131.28] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0131.28] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0131.28] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0131.28] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0131.28] ScriptLog: bEnableBranchingPCFShadowsFalse [0131.28] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0131.28] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0131.28] ScriptLog: key: bUseConservativeShadowBounds | value: False [0131.28] ScriptLog: bUseConservativeShadowBoundsFalse [0131.28] ScriptLog: key: bAllowFracturedDamage | value: True [0131.28] ScriptLog: bAllowFracturedDamageTrue [0131.28] ScriptLog: key: FractureCullDistanceScale | value: 1 [0131.28] ScriptLog: FractureCullDistanceScale? 1.0000 [0131.28] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0131.28] ScriptLog: bApexClothingAsyncFetchResultsFalse [0131.28] Log: Current preference system settings: [0131.28] Log: UseVsync = FALSE (Whether to use VSync or not.) [0131.28] Log: Fullscreen = TRUE (Fullscreen.) [0131.28] Log: ResX = 1280 (Screen X resolution.) [0131.28] Log: ResY = 720 (Screen Y resolution.) [0131.28] ScriptLog: key: UseVsync | value: False [0131.28] ScriptLog: UseVsyncFalse [0131.28] ScriptLog: key: Fullscreen | value: True [0131.28] ScriptLog: FullscreenTrue [0131.28] ScriptLog: key: ResX | value: 1280 [0131.28] ScriptLog: ResX? 1280 [0131.28] ScriptLog: key: ResY | value: 720 [0131.28] ScriptLog: ResY? 720 [0131.28] Log: Current debug system settings: [0131.28] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0131.28] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0131.28] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0131.28] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0131.28] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0131.28] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0131.28] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0131.28] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0131.28] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0131.28] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0131.28] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0131.28] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0131.28] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0131.28] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0131.28] Log: bAllowTemporalAA = FALSE (UKNOWN) [0131.28] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0131.28] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0131.28] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0131.28] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0131.28] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0131.28] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0131.28] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0131.28] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0131.28] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0131.28] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0131.28] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0131.28] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0131.28] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0131.28] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0131.28] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0131.28] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0131.28] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0131.28] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0131.28] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0131.28] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0131.28] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0131.28] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0131.28] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0131.28] ScriptLog: key: DynamicLights | value: True [0131.28] ScriptLog: DynamicLightsTrue [0131.28] ScriptLog: key: CompositeDynamicLights | value: False [0131.28] ScriptLog: CompositeDynamicLightsFalse [0131.28] ScriptLog: key: DirectionalLightmaps | value: True [0131.28] ScriptLog: DirectionalLightmapsTrue [0131.28] ScriptLog: key: SpeedTreeLeaves | value: False [0131.28] ScriptLog: SpeedTreeLeavesFalse [0131.28] ScriptLog: key: SpeedTreeFronds | value: False [0131.28] ScriptLog: SpeedTreeFrondsFalse [0131.28] ScriptLog: key: OnlyStreamInTextures | value: False [0131.28] ScriptLog: OnlyStreamInTexturesFalse [0131.28] ScriptLog: key: OneFrameThreadLag | value: True [0131.28] ScriptLog: OneFrameThreadLagTrue [0131.28] ScriptLog: key: UpscaleScreenPercentage | value: True [0131.28] ScriptLog: UpscaleScreenPercentageTrue [0131.28] ScriptLog: key: AllowOpenGL | value: False [0131.28] ScriptLog: AllowOpenGLFalse [0131.28] ScriptLog: key: AllowSubsurfaceScattering | value: True [0131.28] ScriptLog: AllowSubsurfaceScatteringTrue [0131.28] ScriptLog: key: AllowImageReflections | value: True [0131.28] ScriptLog: AllowImageReflectionsTrue [0131.28] ScriptLog: key: AllowImageReflectionShadowing | value: True [0131.28] ScriptLog: AllowImageReflectionShadowingTrue [0131.28] ScriptLog: key: ParticleLODBias | value: 2 [0131.28] ScriptLog: ParticleLODBias? 2 [0131.28] ScriptLog: key: MaxMultiSamples | value: 0 [0131.28] ScriptLog: MaxMultiSamples? 0 [0131.28] ScriptLog: key: bAllowTemporalAA | value: False [0131.28] ScriptLog: bAllowTemporalAAFalse [0131.28] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0131.28] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0131.28] ScriptLog: TemporalAA_MinDepth? -1 [0131.28] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0131.28] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0131.28] ScriptLog: key: ScreenPercentage | value: 100 [0131.28] ScriptLog: ScreenPercentage? 100.0000 [0131.28] Log: Current unknown system settings: [0131.28] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0131.28] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0131.28] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0131.28] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0131.28] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0131.28] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0131.28] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0131.28] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0131.28] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0131.28] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0131.28] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0131.28] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0131.28] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0131.28] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0131.28] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0131.28] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0131.28] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0131.28] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0131.28] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0131.28] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0131.28] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0131.28] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.28] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.28] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0131.28] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0131.28] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0131.28] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0131.28] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0131.28] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0131.28] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0131.28] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0131.28] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0131.28] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0131.28] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0131.28] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0131.28] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0131.28] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0131.28] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0131.28] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0131.28] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0131.28] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0131.28] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0131.28] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0131.28] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0131.28] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0131.28] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0131.28] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0131.28] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0131.28] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0131.28] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0131.28] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0131.28] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0131.28] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0131.28] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0131.28] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0131.28] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0131.28] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0131.28] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0131.28] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0131.28] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0131.28] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0131.28] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0131.28] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0131.28] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0131.28] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0131.28] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0131.28] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0131.28] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0131.28] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0131.28] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0131.28] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0131.28] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0131.28] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0131.28] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0131.28] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0131.28] ScriptLog: key: SHSecondaryLighting | value: True [0131.28] ScriptLog: SHSecondaryLightingTrue [0131.28] ScriptLog: key: MotionBlurPause | value: True [0131.28] ScriptLog: MotionBlurPauseTrue [0131.28] ScriptLog: key: MotionBlurSkinning | value: 1 [0131.28] ScriptLog: MotionBlurSkinning? 1 [0131.28] ScriptLog: key: FilteredDistortion | value: True [0131.28] ScriptLog: FilteredDistortionTrue [0131.28] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0131.28] ScriptLog: bAllowDownsampledTranslucencyFalse [0131.28] ScriptLog: key: FogVolumes | value: True [0131.28] ScriptLog: FogVolumesTrue [0131.28] ScriptLog: key: FloatingPointRenderTargets | value: True [0131.28] ScriptLog: FloatingPointRenderTargetsTrue [0131.28] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0131.28] ScriptLog: ShadowFilterQualityBias? 2 [0131.28] ScriptLog: key: ShadowFadeResolution | value: 128 [0131.28] ScriptLog: ShadowFadeResolution? 128 [0131.28] ScriptLog: key: PreShadowFadeResolution | value: 16 [0131.28] ScriptLog: PreShadowFadeResolution? 16 [0131.28] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0131.28] ScriptLog: ShadowFadeExponent? 0.2500 [0131.28] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0131.28] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0131.28] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0131.28] ScriptLog: PreShadowResolutionFactor? 0.5000 [0131.28] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0131.28] ScriptLog: bAllowHardwareShadowFilteringFalse [0131.28] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0131.28] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0131.28] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0131.28] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0131.28] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0131.28] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0131.28] ScriptLog: bEnableForegroundSelfShadowingFalse [0131.28] ScriptLog: key: ShadowFilterRadius | value: 2 [0131.28] ScriptLog: ShadowFilterRadius? 2.0000 [0131.28] ScriptLog: key: ShadowDepthBias | value: 0.012 [0131.28] ScriptLog: ShadowDepthBias? 0.0120 [0131.28] ScriptLog: key: PerObjectShadowTransition | value: 60 [0131.28] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0131.28] ScriptLog: PerObjectShadowTransition? -1 [0131.28] ScriptLog: key: PerSceneShadowTransition | value: 600 [0131.28] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0131.28] ScriptLog: PerSceneShadowTransition? -1 [0131.28] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0131.28] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0131.28] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0131.28] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0131.28] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0131.28] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0131.28] ScriptLog: key: CSMMinimumFOV | value: 40 [0131.28] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0131.28] ScriptLog: CSMMinimumFOV? -1 [0131.28] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0131.28] ScriptLog: CSMFOVRoundFactor? 4.0000 [0131.28] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0131.28] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0131.28] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0131.28] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0131.28] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0131.28] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0131.28] ScriptLog: key: NumFracturedPartsScale | value: 1 [0131.28] ScriptLog: NumFracturedPartsScale? 1.0000 [0131.28] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0131.28] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0131.28] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0131.28] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0131.28] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0131.28] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0131.28] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0131.28] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0131.28] ScriptLog: key: HighPrecisionGBuffers | value: False [0131.28] ScriptLog: HighPrecisionGBuffersFalse [0131.28] ScriptLog: key: AllowSecondaryDisplays | value: False [0131.28] ScriptLog: AllowSecondaryDisplaysFalse [0131.28] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0131.28] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0131.28] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0131.28] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0131.28] ScriptLog: key: StatFontScaleFactor | value: 1 [0131.28] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0131.28] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0131.28] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0131.28] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0131.28] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0131.28] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0131.28] ScriptLog: ApexDestructionMaxShapeCount? 0 [0131.28] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0131.28] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0131.28] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0131.28] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0131.28] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0131.28] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0131.28] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0131.28] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0131.28] ScriptLog: ApexDestructionSortByBenefitTrue [0131.28] ScriptLog: key: ApexGRBEnable | value: False [0131.28] ScriptLog: ApexGRBEnableFalse [0131.28] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0131.28] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0131.28] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0131.28] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0131.28] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0131.29] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0131.29] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0131.29] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0131.29] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0131.29] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0131.29] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0131.29] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0131.29] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0131.29] ScriptLog: ApexGRBSkinWidth? 0.0250 [0131.29] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0131.29] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0131.29] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0131.29] ScriptLog: bEnableParallelApexClothingFetchTrue [0131.29] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0131.29] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0131.29] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0131.29] ScriptLog: ApexClothingAllowAsyncCookingTrue [0131.29] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0131.29] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0131.29] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0131.29] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0131.30] Log: Listing all sound classes. [0131.30] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0131.30] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0131.30] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0131.30] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0131.30] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0131.30] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0131.30] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0131.30] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0131.30] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0131.30] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0131.30] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0131.30] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0131.30] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0131.30] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0131.30] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0131.30] Log: 931 total sounds in 15 classes [0131.31] Log: Bool AmbientOcclusion set to 0 [0131.72] ScriptLog: NO VALID MINIMAP INFO IN MAPINFO!!! [0133.77] Log: LoadMap: 72.5.195.172/cnc-field?Name=yaxir?Team=255?game=RenX_Game.Rx_Game [0133.85] Log: --- LOADING MOVIE START --- [0134.23] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0134.24] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0134.24] ScriptWarning: PlayerStart_2 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0134.24] ScriptWarning: Player start not found, failed to restart player Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Engine.GameInfo:RestartPlayer:025E [0134.24] ScriptWarning: Accessed None 'Pawn' Rx_Bot RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Bot_0 Function RenX_Game.Rx_Bot:IsInBuilding:0014 [0134.24] ScriptWarning: Accessed None 'Pawn' Rx_Bot RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Bot_0 Function RenX_Game.Rx_Bot:IsInBuilding:003C [0134.24] Rx: PLAYER: GDI,256,yaxir disconnected [0144.92] Log: Incomplete cached shader map for material MDecal_DirtRoad, quality 0, compiling. [0152.11] Log: Incomplete cached shader map for material MDecal_DirtRoad_End_1, quality 0, compiling. [0155.11] Log: Incomplete cached shader map for material MDecal_DirtRoad_End_2, quality 0, compiling. [0157.92] Log: Incomplete cached shader map for material MDecal_TibCracks, quality 0, compiling. [0170.09] Log: Primary PhysX scene will be in software. [0170.09] Log: Creating Primary PhysX Scene. [0170.33] Log: Bringing World cnc-field.TheWorld up for play (90) at 2014.12.23-13.15.24 [0170.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0170.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0170.41] DevPhysics: Error